These rules convert the key concepts of Necromunda from a d6 base to a slightly finer d10 base. At the same time, a number of other rules changes have been incorporated, including addition of medium ranges for weapons; new skills for campaign play; and the merging of the strength/toughness and armour save checks into a single die roll.
Necromunda is, of course, the property of Games Workshop, and these additions to the Necromunda game serve as an additional commentary to the published rules. These variant rules have been designed to function only in conjunction with the published Necromunda game.
Base Human Movement is increased to 5", but has the following encumberance penalties.
|
-1" |
each basic or special weapon carried. |
|
-1" |
wearing reinforced armour type. |
|
-2" |
carrying a heavy weapon other than an autocannon or heavy plasma |
|
-3" |
carrying an autocannon or heavy plasma |
A Heavy ignores the first 1" encumberance penalty. Additionally, any character with exceptional strength can ignore some penalty.
|
S4 |
1" |
|
S6 |
2" |
|
S8 |
3" |
Heavy weapons can be fitted with a float unit, which reduces the movement penalty by 1" (rare, 60+3d). If the weapon fails an ammo roll, the floater stops working. It also fails on an ammo test of 6, even if the weapon does not jam. A Heavy will not drop a valuable heavy weapon just because it has jammed and the floater has broken. Also, very high initiative has some element of quickness, so a figure with IN>8 receives a +1" movement rate.
1" cost for using a ladder during a turn.
2" cost - going through a closed door.
2" cost - going through a fan or other substantial obstacle.
These special actions now count against the normal movement allowance. Note that the system already has this as an intrinsic feature - a figure which opts not to fire can generally increase movement by running. Also note that two special actions increase the effectiveness of stationary fire (common in any case). This makes sustained fire weapons relatively less accurate. As an optional rule, sustained fire weapons receive an automatic +1 BS at all ranges.
-1" Hides at end of move.
-1" Unpinned by IN check at start of turn.
-2" Fell from height in previous turn.
-2" Figure tested for bottling at start of turn (normally leader figure).
-2" Careful shot (+1 BS). Not possible with sustained fire or no move/fire weapon, regardless of skill. Cannot be used twice in a turn, or combined with following special action.
-4" Aimed shot (+2 BS). Not possible as careful shot. Also not possible with pistols or grenades. Cannot be used twice in a turn, or combined with above special action.
-4" Attach/detach clip harness.
-4" Wyrd concentrates on using their power (+1 LD).
(A 1 is always a miss).
|
BS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
A |
B |
C |
D |
E |
|
Hit |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-1 Target is covered, but more than 50% is visible.
-3 Target is covered, and less than 50% is visible.
-5 Target is in scenario designated hard point (eg. purpose built machine gun post etc.)
-2 Appearing/disappearing or charging target.
-1 Rapid moving target (10"-12")
-2 Very rapid moving target (12"+)
-1 Smaller than man size target.
-2 Less than 1/2 human size target.
+1 Larger than man size target.
If the score to hit is between 11 and 13, you can still hit. Roll a further dice.
|
Required Score |
11 |
12 |
13 |
|
Extra d10 roll |
5+ |
7+ |
9+ |
|
WPN Strength |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
0 |
|
1 |
6 |
7 |
7 |
8 |
9 |
0 |
- |
- |
- |
- |
|
2 |
5 |
6 |
7 |
7 |
8 |
9 |
0 |
- |
- |
- |
|
3 |
4 |
5 |
6 |
7 |
7 |
8 |
9 |
0 |
- |
- |
|
4 |
3 |
4 |
5 |
6 |
7 |
7 |
8 |
9 |
0 |
- |
|
5 |
3 |
3 |
4 |
5 |
6 |
7 |
7 |
8 |
9 |
0 |
|
6 |
2 |
3 |
3 |
4 |
5 |
6 |
7 |
7 |
8 |
9 |
|
7 |
2 |
2 |
3 |
3 |
4 |
5 |
6 |
7 |
7 |
8 |
|
8 |
2 |
2 |
2 |
3 |
3 |
4 |
5 |
6 |
7 |
7 |
|
9 |
2 |
2 |
2 |
2 |
3 |
3 |
4 |
5 |
6 |
7 |
|
10 |
2 |
2 |
2 |
2 |
2 |
3 |
3 |
4 |
5 |
6 |
Flak Armour. Increases Toughness by 1, by 2 for scattershot, grenades/missiles and needlers.
Mesh Armour. Increases Toughness by 2.
Carapace Armour. Increases Toughness by 3.
|
1 |
Bad flesh wound, -2BS, -2WS. |
|
2 |
Light flesh wound, -1BS, -1WS |
|
3-8 |
Down. |
|
9-0 |
Out of action. |
An ammo test is now required on a natural 9 or 0. This increases the number of jams slightly, and also means that a miss can more often result in a jam.
Roll a d10 rather than a d6.
A figure cannot move and go onto overwatch. This is a little harsh if taken to extremes, so two exceptions exist : (a) change of facing; (b) theoretical expenditure of 2" of move to gain a +1 BS with appropriate weapon.
(nb. 1/2 attack dice roll to reduce randomness. Natural 1 is a fumble, natural 0 is always a critical, even on a single die).
+1 Opponents Fumble
+1 Critical Hit.
+1 Charging up.
+1 Higher Up.
-1 Encumbered.
-1 Low obstacle against charge.
-2 High obstacle against charge.
Use 2d10. An unmodified 00 is a catastrophic fail. The figure instantly goes out of action, but in the campaign phase does not roll on the normal table. It automatically recovers without loss.
The Bottle Test now has modifiers. Do not begin testing until 25% casualties. Then add the following modifiers. -1 on die roll. Less than 30% casualties.
-1 on die roll. Opposition tested for bottling in their last turn.
+1 More than 50% casualties.
+2 More than 75% casualties.
+1 per figure Each figure which went down or out of action this turn.
|
Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Leader |
5 |
4 |
4 |
3 |
3 |
1 |
7 |
1 |
13 |
|
Ganger |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
|
Heavy |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
|
Juve |
5 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
9 |
|
Scum |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
|
Bounty |
5 |
4 |
4 |
3 |
3 |
2 |
6 |
1 |
12 |
|
Scout |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
|
MAX |
5 |
6 |
6 |
4 |
4 |
3 |
10 |
3 |
15 |
NB. Outlanders squads have not been converted. They should not be used as printed. As well as converting I and Ld to d10 rolls, which can not always be done mechanically, M generally increased to 5.
1. Catfall. Halve distance fell when calculating fall effects. Round down.
2. Dodge. A wounding shot will cause no damage on a 0.
3. Jump back. Can disengage from close combat by making less than IN. Results in 2" jump back.
4. Leap. Up to d6" leap during a move.
5. Quick Draw. Double IN for fast draw in gunfight.
6. Spring. Triple rather than double run move.
7. Sure-footed. Tests for fall if within 1/2" of drop, rather than 1".
8. Climber. Uses ladders without any penalty. Additionally, can climb a vertical surface other than a ladder at the cost of 4" of move per 1" climb. If equipped with a clip harness, the exchange becomes 2" of per move 1" of climb.
9. Drill Instructor. If this ganger is operational during a post-combat phase, one ganger receiving an advance can declare that they are concentrating on physical training. Treat a result of 2 or 12 as +1 T (only 1 increase per figure by this route).
0. Choose.
1. Combat Master. For each opponent over one in close combat, add +1 WS.
2. Disarm. Can disarm opponent on a 9+. The weapon is destroyed and can no longer be used, even in later battles.
3. Feint. Can convert parries into extra attacks at +1 A per parry.
4. Parry. Can parry with unsuitable weapon, or gain extra parry with parrying weapon.
5. Counter-attack. If a parry is cancelled out by opponents skill or equipment, convert the parry into an extra attack.
6. Step aside. Gives a special save of 9+ against any wound in close combat.
7. Thrower. Can throw a knife 6", attacks with own STR, inflicts one wound. When throwing grenades, treat as if STR +1, and the usual half distance scatter limit now applies.
8. Furious attack. If the figure is still in close combat after one full round against an opponent, they may continue with rounds of close combat immediately until one or the other is down. No follow-up move is possible if this skill has been used to resolve the combat.
9. Close combat trainer. If this ganger is operational during a post-combat phase, one ganger receiving an advance can declare that they are concentrating on marksmanship. Treat a result of 2 or 12 as +1 WS (only one increase per figure by this route).
0. Choose.
1. Berserk Charge. Doubles number of attack dice when charging.
2. Impetuous. Doubles follow up range to 4".
3. Iron Will. If Gang Leader, may re-roll a failed bottle roll as long as not down or out of action.
4. Killer Reputation. Causes fear if charging.
5. Nerves of Steel. May retake die roll to avoid pinning if initially fails.
6. True Grit. Doubles chance of flesh wound, as opposed to down.
7. Intimidating. If sent to the trading post +1 rare item is offered for sale, and the figure may demand a reroll of the cost dice for one rare item. If the second roll is higher, that is the price - the trader does not like being intimidated !
8. Cool. May reroll one die when taking personal leadership tests. This does not apply to bottle tests.
9. Assertiveness trainer. If this ganger is operational during a post-combat phase, one ganger receiving an advance can declare that they are concentrating on marksmanship. Treat a result of 12 as +1 A (only one advance per figure).
0. Choose.
1. Body Slam. Add +2 to WS on charge, rather than +1.
2. Bulging biceps. Heavy can move and shoot, but shoots at -1.
3. Crushing Blow. In hand to hand combat, has a STR +1.
4. Head butt. If they inflict 2 or more hits in hand to hand combat, they can trade extra hits for +1 STR attack per hit. This does not apply to close combat weapons with intrinsic strength.
5. Hurl opponent. If the figure wins a round of close combat they can opt, instead of causing hits, to hurl the opponent d6" in a direction of their choice. The opponent takes a hit of the distance hurled strength. If it hits another model, both take a hit of half that strength. Normal falling rules apply if thrown over the edge of a drop.
6. Iron jaw. Reduce the strength of hand to hand hits by 1.
7. Broad shoulders. Ignores 1" of encumberance penalty.
8. Very broad shoulders. Ignores up to 2" of encumberance penalty. Reroll unless the figure already has 'broad shoulders'.
9. Powerlift Coach. If this ganger is operational during a post-combat phase, one ganger receiving an advance can declare that they are concentrating on marksmanship. Treat a result of 2 or 12 as +1 S (only one increase per figure by this route).
0. Choose.
1. Crack shot. May Reroll injure dice in round of inflicting hit only. Second roll must be kept.
2. Fast shot. May shoot as many times as their attack value. May not be used with heavy weapons or special weapons.
3. Gunfighter. Can aim and fire with two pistol weapons in the same fire phase. Any non-pistol weapons are assumed to be slung when this skill is used [change from printed rules].
4. Hip shooting. Can run and fire, -1 BS when doing so. Cannot be combined with bulging biceps.
5. Sniper. May shoot at any target within sight, rather than the nearest.
6. Marksman. May fire with additional extreme range, 1/2 again normal long range, using the same range penalty as long range. This skill may only be used with basic weapons. Note that this skill does not increase the range of the Gauss Rifle. Instead, it reduces the penalty for the long range to 0 (rather than -4).
7. Rapid Fire. If the figure does not move, it may fire twice in the fire phase with the specified basic or pistol weapon. Note that this is instead of exchanging inches of move for increased accuracy. Thus, one cannot take a carefully aimed shot (4"=+2 BS) and use rapid fire in the same turn.
8. Blaze of glory. Can charge into close combat and fire at close range as they do so (-2 BS). No bonus to WS for first round of combat.
9. Weapons Tutor. If this ganger is operational during a post-combat phase, one ganger receiving an advance can declare that they are concentrating on marksmanship. Treat a result of 2 or 12 as +1 BS (only one increase per figure by this route).
0. Choose.
1. Ambush. Can overwatch and hide in the same turn.
2. Dive. Can run and hide in the same turn.
3. Escape artist. A captured result in the Serious Injuries table is treated as escaping unharmed with equipment.
4. Evade. Any enemy shooting at long range does so at -2, at short range -1. Cannot be combined with cover.
5. Infiltration. Place the model after all other figures have been placed. Roll a d6 if both sides have models with this capability. Any sentry attempting to spot this model must do so at half normal spotting distance.
6. Where did he go ? When hiding, the figure is detected as if the searching character had 1/2 their actual IN. Automatic spotting due to terrain and actions remain as normal.
7. Assassin ! If the figure can get into contact with an enemy figure in its rear 90 degree arc using a normal move, it may attempt a special attack. Roll a normal close combat, treating the enemy as having a WS of 0. If the assassin loses this first round, they suffer no damage. If they win, all hits are at +1 Str, -1 Save.
8. Independent minded. Can always attempt to avoid pinning, regardless of how close they are to a friendly figure.
9. Scout trainer. 9. If this ganger is operational during a post-combat phase, any ganger receiving an advance can declare that they are concentrating on marksmanship. Treat a result of 2 or 12 as +1 IN (only one advance per figure by this route).
0. Choose.
1. Arms Tech. The gang can ignore the first ammo check (not failure) in each battle. This is cumulative for multiple figures with this skills, but can never exceed three exemptions.
2. Fixer. Gangers only. When working variable income territories, they may reroll the dice once.
3. Medic. Reroll for one figure on the Serious Injuries table.
4. Specialist. Juves and Gangers only. Can be armed with a special weapon.
5. Weaponsmith. May ignore personal failed ammo rolls on a 9+ die roll.
6. Field Tech. If equipped with enough credits worth of spare parts, the figure can spend an entire turn, neither moving or shooting, in base contact with a friendly figure who has failed an ammo roll. The credits are then expended, and the figure gets another ammo roll. If they succeed, the weapon has been repaired ! Credits worth of spare parts must be specified before the battle starts, and permanently removed from the gangs stash. Credit cost as follows - pistol=5cr; basic weapon=10cr, special weapon=20cr; heavy weapon=40cr. Note that credits spent on a field-repair are permanently lost, unlike repairs away from the field, which are free. These parts are relatively fragile, and if the figure carrying them goes out of action then, regardless of the Serious Injuries result, 50% of the credit value is lost.
7. Haggler. If sent to the trading post to buy rare items, all dice for price are treated as '1'.
8. Armourer. During the post-battle phase, roll a d10. On a 9+ the armourer has produced a set of makeshif flak armour. It is inferior to the standard product however, and is only worth 25% normal price if sold. More to the point, if the figure wearing is taken out of action, the flak armour is destroyed.
9. Tinkerer. After a battle, roll a die. On a 9+ the Tinkerer has improved a weapon held by the gang. Roll another die : 1-3=+1 to hit; 4-7=+1 Str; 8-0=treat Medium as Short Range. Each weapon can only be improved once, even if the ganger is unhappy with the result and would like to try again. If sold, the weapon is worth 50% more than usual.
0. Choose.
|
Strength |
Damage |
Parry and notes. |
|
Knife/Sword |
User |
1 |
|
Club |
User |
1 |
|
Chainsword |
4 |
1 |
|
Chain |
User+1 |
1. Fumbles Double. |
|
Massive Axe |
User+2 |
1. Opponents win draws. |
|
Power Sword |
5 |
1. |
|
Power Axe (2h) |
6 |
1 |
|
Power Fist |
8 |
1 |
|
Power Maul |
5 |
1 |
|
Weapon |
Short |
Med. |
Long. |
Strength |
Damage |
Ammo |
Special |
|
AutoPistol |
5"/+3 |
10"/0 |
16"/0 |
3 |
1 |
6+ |
CloseC |
|
BoltPistol |
5"/+3 |
10"/+2 |
16"/0 |
4 |
1 |
9+ |
CloseC |
|
HandFlamer |
- |
- |
- |
5 |
1 |
6+ |
Special |
|
LaserPistol |
5"/+3 |
10"/0 |
16"/-2 |
3 |
1 |
3+ |
CloseC |
|
NeedlePistol |
5"/+3 |
10"/0 |
16"/0 |
3 |
1 |
-1 |
CloseC |
|
PlasmaPistol(L) |
4"/+3 |
8"/+1 |
16"/-2 |
4 |
1 |
6+ |
CloseC |
|
PlasmaPistol(M) |
6"/+3 |
12"/+1 |
18"/-1 |
6 |
1 |
7+ |
CloseC |
|
Stub Gun |
5"/+1 |
10"/0 |
16"/-1 |
3 |
1 |
5+ |
CloseC |
|
WebPistol |
3"/0 |
5"/-1 |
8"/-2 |
Special |
Special |
9+ |
CloseC |
|
Weapon |
Short |
Med. |
Long |
Strength |
Damage |
Ammo |
Special |
|
AutoGun |
8"/+2 |
16"/+1 |
24"/0 |
3 |
1 |
6+ |
|
|
BoltGun |
8"/+2 |
16"/+1 |
24"/0 |
5 |
1 |
9+ |
|
|
LasGun |
8"/+2 |
16"/+1 |
24"/0 |
3 |
1 |
3+ |
|
|
Gauss Rifle |
16"/+1 |
24"/0 |
40"/-4 |
3 |
1 |
7+ |
|
|
Shotun |
3" |
8" |
18" |
- |
- |
- |
- |
|
Solid |
+1 |
0 |
-2 |
3 |
1 |
6+ |
|
|
Scatter |
+3 |
+1 |
-2 |
2 |
1 |
6+ |
1"blast |
|
Manstopper |
+1 |
0 |
0 |
5 |
1 |
6+ |
|
|
Hot Shot |
+1 |
0 |
0 |
5 |
1 |
6+ |
burns |
|
Bolt |
+2 |
+1 |
0 |
4 |
1 |
9+ |
24" long range |
|
Weapon |
Short |
Med. |
Long |
Strength |
Damage |
Ammo |
Special |
|
Flamer |
- |
- |
- |
6 |
1 |
7+ |
flame |
|
Grenade L. |
3"/-10 |
20"/0 |
60"/-2 |
- |
- |
Auto |
- |
|
Melta Gun |
4"/+2 |
8"/+1 |
12"/0 |
8 |
d6 |
6+ |
|
|
Needle Gun |
10"/+2 |
21"/+1 |
32"/0 |
3 |
1 |
9+ |
Toxin |
|
PlasmaGun(M) |
6"/+2 |
12"/0 |
24"/-1 |
7 |
1 |
6+ |
1d sf |
|
PlasmaGun(N) |
4"/+1 |
8"/0 |
16"/-1 |
5 |
1 |
6+ |
|
Weapon |
Short |
Med. |
Long |
Strength |
Damage |
Ammo |
Special |
|
AutoCannon |
15"/+1 |
30"/0 |
72"/-1 |
9 |
d6 |
6+ |
1dsf |
|
Heavy Bolt |
10"/0 |
20"/0 |
40"/-1 |
6 |
d4 |
0+ |
2dsf |
|
Hvy Plas(N) |
10"/+1 |
20"/0 |
40"/-2 |
7 |
d4 |
6+ |
1.5" effect |
|
Hvy Plas(M) |
15"/+1 |
30"/0 |
72"/-1 |
10 |
d10 |
6+ |
1.5" effect |
|
Heavy Stub |
10"/0 |
20"/0 |
40"/-1 |
4 |
1 |
6+ |
2dsf |
|
LasCannon |
15"/0 |
30"/0 |
60"/0 |
10 |
2d6 |
6+ |
|
|
Missile L. |
16"/0 |
36"/0 |
72"/0 |
- |
- |
Auto |
- |
|
Super Krak |
- |
- |
- |
8 |
d10 |
- |
- |
|
Super Frag |
- |
- |
- |
5 |
1 |
- |
2" effect |
|
Weapon |
Strength |
Damage |
Area |
|
Krak |
7 |
d6 |
None. |
|
Frag |
3 |
1 |
2" |
|
Melta Bomb |
9 |
d6 |
None |
|
Plasma |
6 |
1 |
1.5" |
|
Photon Flare |
- |
- |
1.5" |
1. Grenade explodes when loaded/primed. Centre template on throwing model and calculate as normal.
2. Projectile out of control, travels 2d6" in a random direction and explodes.
3. Grenade as above, othe projectiles travels d6xd6" and explodes.
4. Projectile lands as (3) above, but does not detonate. During each players resolution phase, roll a d10. On a 0, the projectile explodes, with usual area of effect.
5. Oops ! A grenade detonates a hidden pocket of gas below ground lever, a shell arcs up to the roof. Resolve location as for 4, and then place the fire template there. It remains in place for the rest of the game, reflecting burning gas or falling roofing.
6. Dud. No effect. Maximum result for shotgun shells.
7. If grenade, then dud. If other projectile, then the propellant was poorly packed. On a line between shooter and target, it overshoots 2d6".
8. If grenade, then dud, and all others carried are also duds (eg. automatically failed ammo roll). If other projectile, then the propellant was faulty, and it undershoots 2d6".
9. If grenade, then dud, and all others are duds. If other projectile, the guidance system is faulty, and it travels 2d6" forward, then turns 90 degrees in a random direction, and travels to maximum range unless it actually contacts a figure or terrain feature. If a terrain feature, place the templat there. If a figure, they get an IN check to duck, in which case the projectile carries on. The projectile travels at the height of firer.
0. Oh dear. Opponent gets to select the target within range and arc of firer. Roll another to hit, ignoring ammo checks. The projectile either hits or misses - do not resolve as a scatter if it misses a second time !